Cherreads

Goblin Slayer Jump

Budget - (+1000 CP)

Location -

You begin in the same town that Goblin Slayer takes his quests from. It's a small town, though home to a adventurer's guild with a few dozen regular members and even some Silver Rank heroes. It's a peaceful place and while it is sometimes threatened by monsters, the adventurers here are mostly friendly with each other and will band together to help defend the place. It makes for a great starting town for a budding young hero.

Origin - Adventurer (-100 CP) (Male; 19 Years; Dwarf; Priest Type of the Earth Mother)

Who's that fine young man/lady walking down to the guild today? It's you Jumper! You're a brand new adventurer, with a fit body and quite the gorgeous set of looks. You were born as part of one of the good races and after training for much of your childhood, decided to put it all to good use. As an adventurer, you might not be a human. Many other races live in this land, such as the slight and agile High Elves who may live for thousands of years, the stout and strong Dwarves who have a natural affinity for all things stone and metal and crystal, the towering and strong Lizardmen who worship their ancestors feats in combat or even the many varieties of adorable Beastmen, the humans with animal traits. Your race is up to you, so long as you pay a 100CP fee for any race with a significant advantage over being a human, such as the size and natural weapons of a Lizardman or the speed and longevity of an Elf. After race comes class. Every adventurer has a focus, a way that they were trained. They might be a Warrior type, trained to be an excellent physical combatant with one or several weapons. They could be a Wizard type, knowing two or three spells and being able to use that magic up to three times a day. They may even a Priest type, worshiping one of the many gods and goddesses of the land and in return receiving two or three miracles that they can use about as many times a day. How you start is quite basic but how you grow from here is up to you, taking time, practice and study. You may choose one kind of class to be your general focus in how you have been trained until now. If you can think of a general area not stronger or more versatile then the given examples, you can take that as your class instead. As an adventurer, you will begin at the Porcelain Rank, marking you as a total rookie. There are ten ranks in total, Porcelain being the tenth. Rank One is the legendary Platinum rank, of which only a few grand heroes in history have reached. Rank Two is Gold Rank, less rare but still garneringcountry wide fame easily. Third Rank and the last really notable one is Silver Rank, where most veteran adventurers eventually come to rest at. Will you settle down early or chase the path of legends? Your age is that of a young adult for your race, being 15+1d8 years old in human terms. As a Goblin, you will only be 1d4 years older, relatively new to the world but already matured by Goblin standards. Your gender remains the same as it did before, though female goblins would be a very strange sight. Either of these may be changed for 50CP.

Perks:

Survival Routine - (-100 CP/Free for Adventurer)

The first rule of thumb for any young brat setting out on an adventure- make sure you can survive outside of a comfy inn for at least a few nights. Who the hell sets out into the wilderness without being okay at surviving in such? You've got a good range of survival skills that will serve you well. You're a great cook, especially when working with wild plants and animals, and you know how to find and set up shelter, start fires, check for and avoid most common natural hazards and a wealth more minor pieces of knowledge. You could even live on your own in the wilds for weeks at a time and do just fine. With a bit of work, what you know can be turned to helping out on a farm too, in case you needed some extra cash.

Blacksmith - (-100 CP/Free for Adventurer)

Second rule? Don't let your bloody equipment break because you were too lazy to keep them in good shape. They don't need to and probably shouldn't be shiny and smelling of oils but they must be sharp and ready to rumble. You have all the skills of a expert blacksmith, enabling you to do just that, repairing and even creating weapons, armour and all sorts of tools or vehicles for farm work and so on. You've also got the know how to properly run a smithy and the connected shop, as well as do some basic health care for horses. Enchanted stuff is still beyond you but you've definitely got a good base to work with, especially since you can work out in the field too.

Little Burglar - (-100 CP/Free for Adventurer)

Two bloody thirds of all these rookies aren't going to make it past their first few missions alive. What do you expect when you send some untested and untrained farm kids out into a killing field? Maybe if they had a trainer like you, a difference could be made. While you still need to know what you're teaching, you'll find you're pretty darn good at the actual process of teaching and can get most pupils to learn pretty fast. It'll be even more effective if you use brutal and harsh methods in your training. People learn a lot faster when you're pelting them with rocks and knives when you're trying to teach them to dodge.

Level One Master - (-200 CP/-100 CP for Adventurer)

Instead of speeding ahead to higher levels of power and skill, you took a different path, aiming to master the basics of your craft utterly and completely. It pays off a lot more than you might expect, especially since you seem to learn and master the basics of any sort of discipline a few times faster than others, though you don't progress any faster at more advanced techniques. The basics you've learned so far have taught you to turn almost anything into a weapon, from a rusty knife you pick up from a goblin to some loose blades of grass to even a big ass tree root growing across the battlefield. You've got good situational awareness and the lethality to really make it work

Stay on Guard - (-400 CP/-200 CP for Adventurer)

Ambushes can come at any time. Goblins are crafty things and they can attack out in the open just as they can in a cave. If you're not going to keep your wits about you, stressful as it might be, you almost deserve whats coming to you. It's a good sign for your mental health that you can keep this state up indefinitely then.You are always on guard from now on, remaining calm, cool and collected no matter what happens. Even when enjoying yourself or despairing, your senses remain alert and searching for danger without stressing you, tiring you or detracting from what else you are doing. It does also happen to make you fantastic at seeing through lies, since you won't be affected that much by someone being a charismatic fast talker.

Being Prepared - (-400 CP/-200 CP for Adventurer)

Being on guard can save you from an immediate ambush, should there be a manageable enemy, but giving your foe time to prepare while you wait unawares will leave you being sharp eyed pointless. Now you have the incredible luck to always find signs of an enemy coming to attack you before they do, should it be a significant force. If it's only a single foe or a small group of foes below your level of power by a great deal, the signs won't bother. But should a goblin tribe be preparing to march on you in full force, you'll find out a day beforehand and have time to gather allies. The more dangerous the foe, the more time you'll have to get prepared. This also makes you pretty damn good at actually organising defences, such as simple fortifications, traps and creating a defence plan with a team.

There is no Game - (-400 CP/-200 CP for Adventurer)

There's a guy running around here that doesn't leave things to the whims of fate. Being prepared, staying on guard, making himself ready as he can be for every eventuality. It works out to never let those things called chance and luck mess with him, leaving it all to skill and ability. Now, you could try and do this ordinarily. Hardly impossible but also impossibly hard. Or you could just take this. This ensures that luck never becomes a factor for you, whether you be skilled enough to plan for that or not. In your presence, you and other beings are unaffected by fortune, random chance, luck and fate. Even outcomes that the gods believe are certain can be avoided with your actions.

Prophet - (-600 CP/-300 CP for Adventurer)

The Gods smile upon ye now little one, looking on eagerly to see your next move. You're a favourite piece of theirs, one that they would all like to play with. Divine beings hold a natural interest in you and your path in life, enjoying the experience of watching you, and will often leave minor gifts or aids in your path. It may be as little as a minor divine spirit of a forest easing your travel through the undergrowth by moving branches out of your way or as grand as Truth or Illusion reaching down to pluck a few problematic monsters out of a dungeon you are delving into. They'll never solve your problems for you but helping you solve them easier is plenty. Moreso than their favour however is the difficulty of displeasing them. Even acts that would normally risk their wrath or hatred are nowaccepted with just annoyance, such as perverting the healing spells of a Mother Goddess to brutally kill an enemy yet not suffering any consequences for it. It's still possible to truly anger them and turn them against you, especially if you directly act against them.

Items:

Equipment - (Free)

Both adventurers and goblins outfit themselves in arms and armour to do battle at a higher level, so one can hardly expect you to go without anything. For free, you gain a very basic weapon and set of armor. Your weapon is made from simple but sturdy wood or iron and your armour is a similar mix, though it may be made with toughened leathers instead for flexibility if you're the mobile type.

License/Guild Position - (-100 CP/Free for Adventurer)

A shiny new bangle around your neck. This is your adventurers licence, made out of porcelain for now as you're still just a newbie. It'll be used to identify you and prove you're registered for working with the guild. In other worlds, you'll find it also acts as a way to gain membership as part of any guild you want to join, though you'll have to start from the bottom and it can only be used once a jump. Alternatively, you may sign up to be a guild handler instead, accepting and handing out quests, handling promotion interviews and organising teams. You won't go on quests but you do get regular pay and own your own small home, so no bumming it in the inn for a few weeks.

Quiver of Replenishment - (-100 CP/Free for Adventurer)

Every shot counts in this world, especially when even an ordinary ammo can be a vital weapon. You have a special quiver in your hands now, which will swiftly create a supply of arrows and bolts for ranged weapons. They're entirely ordinary, unless you take them out and alter them, and the quiver will create an arrow or bolt once a minute, up to a combined total of both at 40 in the quiver. The arrows only last for a few minutes if out of the quiver, so they're no good for selling, but you'll never be left dry on ammo in a dungeon.

Explosives - (-200 CP/-100 CP for Adventurer)

Not a tool many adventurers make use of, due to the complexity of using it right and the danger of using it poorly. But you're clearly crazy enough to throw bombs around, so have at it. You've got a small bag filled with different kinds of explosives, though the bag is cleverly sealed so that it is very difficult to accidentally set the bombs off in the bag. A few kilos of explosive powder, some packed together fuse bombs to throw, even a small supply of magical seals that can create blinding flashes or blasts of flame. The bag restocks at the end of each day.

Goblin Hunting Bag - (-200 CP/-100 CP for Adventurer)

A trusty case filled with everything you could need to hunt Goblins. Of which many things are apparently just generally useful anyway. This small case contains a fair amount of rations, health and stamina potions, poisons, gasoline vials, a wide range of trap tools, rope, various survival tools, poison gas balls and more on top. How does one fit it all in here? There's even a canary in a cage. The various resources found here quickly refill once used up, even using up everything in the bag will only take an hour before it's all ready for use once more. Buying this from here will also give you the skill to use all the things here competently, though you might want to take some time to figure out the best combinations to use them in. A Goblin that takes this can call it a Human Hunting Bag if they want. It's really no different in what it contains. Maybe that says something.

Drawbacks:

Single Player RPG - (+200 CP)

It's solo work for you my friend, since no one else around these parts looks like they want anything to do with you. You've got a reputation for being a very poor comrade and it is a reputation borne out in action, as you have almost unnaturally bad teamwork skills and get along extremely poorly with anyone else in a adventuring context, such as fighting or searching together. You can be friendly as a fox back in town, so long as the topic doesn't turn to dungeon diving or fighting together.

Goblin Obsession - (+100 CP)

Gotta find Goblins, gotta hunt Goblins, gotta kill Goblins. It's all that occupies your mind these both at 40 in the quiver. The arrows only last for a few minutes if out of the quiver, so they're no good for selling, but you'll never be left dry on ammo in a dungeon.

Companions:

Goblin Slayer - (Free)

The man, the myth, the legend. Orcbolg the Goblin Slayer himself has heard of your situation and realised the implications. After all, if you have come from another world and will go to other worlds still, that must mean…that there are goblins beyond this world as well! Such a thing cannot stand and with the knowledge that time in this world shall halt until he returns, he has offered, nay, begged for you to accept his services in these future worlds. So long as you go to worlds where Goblins may be found, he'll stick with you as best he can and even help out on non-goblin related quests for good.

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